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Homebrew

Trassminian Alithald Mage

Shouts raised around the stone battlement, snow whipping through the slits where guns fired out. In the dense forest of iron-bark trees, cavalry ripped through foot soldiers, and swords clanged over the booms of muskets. Then, from blood upon the forest floor, a figure rose, wearing a red robe encased with armor and a hood upon their head. The battlefield seemed to slow as the figure walked into the fray with a calm demeanor. With each footstep, fear grew in every soldiers gaze, and beneath the golden mask which the red robed soldier wore, two dark red eyes stared back.

The pounding of boots echoed behind her. She suddenly turned down an alleyway, hoping to get away, but only met a brick wall. Her hand forced, she turned and slowed her breathing, focused on the rhythmic chant of the guards' hearts, hers beating like the fluttering wings of a canary. Reaching out her hand, she honed in one one spiking with fear as he realized what would soon happen. The guard suddenly fell, gripping his chest as his body betrayed him.

Rumors circulate of a lost school of magic, known under the name "haematomancy," a twisted magic which is used to control the blood and body. This rumored magic is told to have been highly illegal across the Ethos for centuries, eventually becoming lost to the tides of time. Even then, some think the magic is still practiced, specifically by a hidden and ancient people who remain in the wastes of the north. Even further, conspiracists say the Trassminian empire secretly weaves the magic through a group of elite soldiers, trained for deadly combat, known as Alithald Mages. But those are only distateful rumors, I fear, nothing more, nothing less.
hit dice: 1d8
hit points at 1st level: 10 + your Constitution modifer
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per alithald level after 1st
armor proficiencies: Light Armor
weapon proficiencies: All light weapons, All simple weapons, Maces
tools: Healer's Kit, Alchemist's supplies
saving throws: Constitution, Dexterity
skills: Choose two from Arcana, Athletics, Medicine, Insight, Religion, Perception, and Stealth.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

(a) a Hand Crossbow and 20 bolts or (b) any weapon you are proficient in

(a) a Mace or (b) any weapon you are proficient in

(a) an Explorer's pack or (b) a Priest's Pack

Leather Armor (Scale Mail if proficient), a Blood Vial, and a Trassminian War Emblem
spellcasting:

Cantrips

At 1st level, you know 3 cantrips of your choice from the Alithald spell list. You learn additional alithald cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Alithald table.  

Spell Slots

The Alithald table shows how many spell slots you have to cast your alithald spells of 1st level and higher. To cast one of these alithald spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know a 1st-level spell and have a 1st-level and a 2nd-level spell slot available, you can cast that spell using either slot.  

Spells Known of 1st Level and Higher

You know two spells of your choice from the Alithald Mage Spell List at first level.   The Spells Known column of the Alithald table shows hows many spells you have available to you in total at each level. Additionally, when you gain a level in this class, you can choose three of the alithald spells you know and replace it with another spell from the Alithald Mage Spell List.  

Spellcasting Ability

Constitution is your spellcasting ability for your Alithald spells, since the power of your magic relies on your own bodily status, and the power that is derived from your own or others pure life force. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Alithald spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Constitution modifier   Spell attack modifier = your proficiency bonus + your Constitution modifier  

Spellcasting Focuses

You are unable to use anything as a spellcasting focus for haematomancy spells, but you can use an Arcane Focus as a spellcasting focus for every other school of magic.
class features:

Blood Vial

Not being able to support your magics alone, you have found some ulterior methods to cast spells. You can spend 1 hour performing a ritual upon yourself, filling a vial with your accursed blood. To do this you must have access to a vial at any point in the process. After performing this ritual, your maximum hit points are reduced by two. These hit points are regained after 48 hours, or when a healing spell of 2nd level or higher is cast upon you. You can perform this ritual once every long rest, and you can only carry one blood vial on you at once.   A blood vial has an amount of reserved hit points equal to your level times five, with a minimum of fifteen. Additionally, five of those hit points are equal to one hit die. When casting a spell using hit die or hit points, you can replace that material cost with the reserved hit points within your blood vial.  

War Emblem

A Trassminian War Emblem is something that has importance to you, whether it be a piece of banner from a horrendous fight, or maybe a necklace given to you by a family member. At 1st level, Choose a War Emblem Archetype, which detemrines what kinds of magic is derived from your Emblem.  

Redirect

Oncer per long rest upon reaching 3rd level, when you make an unarmed strike, you can mark the target. You can move up to half of the damage you may take as material components for the next spell you cast and redirect it onto the marked creature. If you use up hit dice for your next spell as material components, you instead only lose half the expended hit dice, rounded up, and the marked creature does the same. You gain an additional use of this feature at level 8, level 12, and level 16.  

Blood Vial Improvement

At 3rd level, you learn hwo to better utilize your vials. As an action, you can pour out a blood vial onto your hand. Upon doing this, you can now grant the next willing creature you touch 2d4+2 hit points. This expends 5 hit points from the vial. Additionally, you can now perform the ritual to create the blood vial on another creature. When you perform the ritual this way, you and the other creature must make a contested Constitution check. If you win the check, you and the other creature's hit points permenantly deducted by one, you both suffer one point of exhaustion for the next hour, and you fill your blood vial. If the other creature wins the check, they take half of their maximum health in necrotic damage, but you still fill your blood vial.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Sanguine Tongue

When you reach 6th level, your experience with haematomancy expands, allowing you to manipulate your essence to bolster spells. When you cast a haematomancy spell, you can decrease your maximum hit points to cast the spell as one spell level higher. Additionally, you can also expend a spell slot to increase your hit points by 1.5x the amount.
                 
Spell Level Hit Point Amount
1 4
2 6
3 8
4 10
5 14
6 20
7 26
8 34
 

Essence Sight

Upon reaching 8th level, you can sense the essence of those around you. You have a truesight of 15 ft. You can also use Redirect on any creature within this range after making an attack roll, regardless if they were the target.
subclass options:

Blood Bladed

A Blood Bladed war emblem is one that conjoins magic and the prowess of the blade. A Blood Bladed Mage not only draws from their life force when casting spells, but also does so within the heat of intense melee combat. You, as a Blood Bladed, will slash through the hearts of your enemies, and reap the great reward of dealing death.  

Trained and Armed

You are trained in the ability to fight without relying on your spells. When you choose this emblem, you become proficient with any two weapons of your choice and medium armor.  

Cost of Existence

As a Blood Bladed, your weaponry takes a large part of your essence. When you take a long rest, recovering hit points acts in the same style as a short rest, yet the number of hit dice you have are also now double your level. When you take a hit dice, your hit dice are equal to d10s instead of d8s.   To regain hit dice, you must instead spend two hours in a long rest to recover some of your lost life force. When doing this, you regain an amount hit points equal to 2d10, and you can only use an amount of hit die equal to half of your level to heal further. The number of free hit dice increases to 4d10 at 3rd level, 5d10 at 5th level, 10d10 at 10th level, 15d12 at 14th level, and 25d12 at 17th level.  

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.  
Defense
While you are wearing armor, you gain a +1 bonus to AC.  
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  
Instinct
You can cast the spell Shield once per long rest without consuming a spell slot.  

Blood Beared Blade

Starting at 2nd level, all spells that require you to expend hit dice now use a number of hit dice of your choice. Additionally, you know the spell Wilting Smite and can cast it once per long rest without expending hit die or a spell slot. If you choose not to expend hit die, it deals the default amount. This does not count against your total number of alithald mage spells.   When a creature dies within 20 ft. of you, you gain an amout of temporary hit points equal to double their level.  

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.  

Bolstered Essence

The long and strenuous use of your life force has only strengthened it. Upon reaching 6th level, your hit dice change from d8s to d10s. Additionally, each day you have an extra 1d8 you can use in place of a hit die when casting haematomancy spells. When you use this hit die, you also can add half your CON modifier to any spell attack rolls made with the hit die, to a minimum of 1.

Bestial Bonded

At times, some emblems will fuse the Alithald's life force with another creature, one that has been lost, and that may as well be a War Emblem itself. You, as a Beastial Bonded, have the spirit of a warbeast bonded to you, allowing you to summon your beast from beyond the grave.  

Warbeast

The spirit bonded into you has the ability to manifest itself as a warbeast, forming from a bloodlike liquid that flows from the ground.Your warbeast takes a full turn in initiative, which commences immediately after yours. If this warbeast is reduced to 0 hit points, it turns back into the bloodlike liquid and can be resummoned by performing a 10 minute ritual. Said warbeast is capable of being one of the following creatures (If you would like something different, speak to your DM about creating your own or adding a warbeast to the list    

Soulmates

Because your emblem links your soul to your warbeast, it also allows for a direct stream of magical power between the two of you. On your Warbeast's turn, or as a command on your bonus action, you can cast a spell through your warbeast. This means in any situation where the caster is concerned (e.g. range or damage) your warbeast is counted as that. If this is done on your warbeast's turn, it consumes both an action and a bonus action unless explicitly stated otherwise.  

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.  
Defense
While you are wearing armor, you gain a +1 bonus to AC.  
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  
One
You can add your CON modifier to damage rolls in place of your STR or DEX.  

Warbeast Improvement

Upon reaching 6th level, you get to choose an ability listed in the warbeast statblock to add to the warbeast's arsenal. Additionally, you can increase one of your warbeast's ability scores by 2, or you can increase two of your warbeast's ability scores by 1.  

Heart of the Beast

Upon reaching 6th level, you and your warbeast's bond is strengthened. When you and the warbeast take a long/short rest within 5 ft. of each other, you or your warbeast can choose to expend and roll any amount of hit die. Upon doing this, those rolled hit dice are added to the next haematomancy spell you cast that makes an attack roll.

Warbeast Improvement

Upon reaching 10th level, yoou get to choose an ability listed in the warbeast statblock to add to the Warbeast's arsena. Additionally, you can increase one of your warbeast's ability scores by 2, or you can increase two of your warbeast's ability scores by 1. Your warbeast's AC also increases by two.

Venenum Sanguinis

A Venenum Sanguinis mage is a formidable foe, not only physically, but psychologically as well. They twist the body, mutating it into monstrous formations and granting bestial formations.  

Accursed

You are seen as the least favored by holy power, as corruption is seething through you. At 1st level, you can call upon the dark influence of disease to cast a sickening poison upon your weaponry, costing you an amount of hit points of your choice, with a maximum of 12. When you do this, your next attack is given an extra amount of necrotic damage equal to the number of hit points sacrificed. You can do this a number of times equal to half your level.  

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.  
Defense
While you are wearing armor, you gain a +1 bonus to AC.  
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  
Connected
You have deepened your connection to your life force through many long hours of meditation. You can add your CON modifier to your your AC bonus while unarmored.  

Mutator

Starting from 2nd level, you can mutate the body in many different ways. You can cast an amount of mutations equal to your constitution modifier per long rest, and can only have one active per creature. You are capable of casting two mutations on yourself rather than one, but only on yourself and no other creatures. You can dispell mutations as a bonus action. If you attempt to use any mutations on a non-willing creature, you must succeed an unarmed strike attack roll (e.g. inflict wounds), unless stated otherwise in the mutation. If any mutation has an effect that decreases your maximum hit points, your maximum hit points are reset after the mutation ends.   Whenever an effect has an "X" listed within it, this represents your half of your total level. The maximum for this effect is 10 unless specified within the mutation. For example, if you cast the spider legs mutation at level 4, your unarmed strikes now deal 2d4 damage, but cannot increase any further as the limit is 2.   When you reach 5th, 10th, and 15th level, the amount of mutations you can have active on a creature at once increases by 1.   Mutations are listed at the end of the Venenum Sanguinis passage.  

Frightening Mutations

Upon reaching 6th level, your mutations frighten those around you. Once per long rest, when you cast a mutation with the prerequisite of 6th level, every creature of your choice within 60 ft. of the mutated creature must make a Wisdom saving throw, where the DC is equal to your spell save DC. Any creature who fails this saving throw becomes frightened of the mutated creature.   Additionally, you can choose expend an amount of hit points of your choice when using this ability. Upon doing this, any of the mutated creatures allies can use a bonus action on their turn to deal an amount of necrotic damage equal to the hit points expended to any frightened creature within 20 ft. of them. Once this action has been used, this effect no longer applies to any of the mutated creatures allies.  

| Mutations |

 
Spider Legs
As an action, you can cause long spider legs to stretch out of your back, lasting for 1 minute, or until you fall unconcious. While these legs are active, you are granted the following affects;  
  • 10 ft. of climb speed
  • Unarmed strikes now deal Xd4 piercing damage, to a maximum of 3
  • Unarmed Strikes are now finesse and have reach
  • You can use your spider legs to attack with an unarmd strike as a bonus action on your turn
  • Xd4 less maximum hit points, to a maximum of 2
 
Fortitude
As an action, you cause a creature you touch to fortify their body, lasting for 1 minute, or until the mutation says so. This creature recieves the following affects while the mutation is active;  
  • -10 ft. of walking speed
  • Grow one size larger
  • +Xd6 maximum hit points and hit points
  • +X to AC, to a maximum of 3
 
Owl Sight
As a bonus action, a creature you touch gains the eyes of an owl, lasting for an hour. The creature recieves the following affects while the mutation is active;  
  • Advantage on perception and investigation checks involving sight when in dim or no light
  • +X to attack rolls when in dim or no light, to a maximum of 3
  • 30 ft. of darkvision (stacks on top of any previous darkvision)
  • Disadvantage on perception and investigation checks involving sight when in bright light
  • -X to attack rolls when in bright light, to a maximum of 3
 
Gilled
As a bonus action, a willing creature you touch gains webbed hands and gills, lasting an hour. This mutation does not have a limit to the number of people it can be active on at once. The creature recieves the following affects during that time;  
  • 25 ft. of swim speed
  • The ability to breathe underwater
  • The ability to talk underwater and have other creatures understand you as long as they share a language with you
  • The ability to communicate with aquatic animals
 
Link
Prerequisite; 6th level
As an action, you can touch a willing creature that is not yourself and link your life forces, lasting until dispelled, or until the mutation says so. Before the effects take place, you lose 2d4 maximum hit points until your next long rest. The creature you touched and you gain the following affects;  
  • Half of the damage taken is given to the other creature instead (dispells when one of you have been dealt damage by a hostile creature)
  • The ability to telapathically communicate when within 120 ft. (mutation dispells if one of you leave the range)
  • The ability to directly transfer hit points between the two of you (mutation dispells after half of either creature's maximum hit points are depleted this way)
 
Spike Growth
Prerequisite; 6th level
As a bonus action or action, you can touch a willing creature, causing abberant spikes to grow from their skin for 1 minute. When you do so, you lose 1d4 maximum hit points until your next long rest. The creature you touched gains the following affects;  
  • When a creature hits a melee attack roll against the mutated creature, the attacker takes Xd4 piercing damage. To avoid this damage, they can instead make the attack roll at disadvantage
  • +(X-1) AC
  • As a bonus action, the mutated creature can dispell the mutation as a bonus action by launching the spikes out in a 15 ft. radius or 30 ft. cone. Any creature within this area must make a dexterity saving throw where the DC is equal to your spell save DC. On a failure, they take Xd4+(X*2) piercing damage and are poisoned for 1 minute.
 
Wings of the Chiroptera
Prerequisite; 6th level
As a bonus action or action, you can touch a willing creature, causing bat-like wings to unfurl from their back for 1 hour. These wings will tear through any clothing or service upon the mutated creature's back if it is weaker or similar in strength to cloth. If the wings cannot unfurl, the mutation fails. When you cast this mutation, you lose 1d4 maximum hit points until your next long rest. The creature you touched gains the following affects;  
  • 40+(X*5) flying speed
  • 20 ft. blindsight
 
Vampiric Fangs
Prerequisite; 6th level
As a bonus action or action, you can touch a willing creature, causing their teeth to grow into sharpened fangs for 1 minute. When you cast this mutation, you lose 1d6 maximum hit points until your next long rest. The creature you touched gains the following affects;  
  • Unarmed strikes now deal 1d6 piercing damage
  • The creature is proficient in unarmed strikes
  • Any time the creature attacks with the vampiric fangs, they heal an amount of hit points equal to the damage dealt by the attack * X, to a maximum of 5.

Sanguinem Scholar

A select few of Alithald's study the deep ties between the body and haematomancy, and refine their darkened essence to be perfectly honed.  

Studious Mind

Starting from level 1, you learn two additional spells per level. Choose any other fullcaster class; when choosing your extra spells, you are able to learn them from that class's spell list as well as the Alithald spell list. Additionally, when you create a blood vial, the reserved hit points are equal to your alithald level x 6, with a minimum of 15, as opposed to what it would equal to otherwise.
LevelProf.FeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
12Spellcasting, Blood Vial, War Emblem32200000000
22War Emblem Feature33300000000
32Redirect, Blood Vial Improvement34320000000
42Ability Score Improvement34330000000
53----46432000000
63War Emblem Feature,Sanguine Tongue46433000000
73----48433100000
83Ability Score Improvement, Redirect (2), Essence Sight58433200000
94----59433310000
104War Emblem610433320000
114----611433321000

Created by

MageFroghemoth.

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